I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3.
I have an authorative server.
The server sends snapshots to clients.
Snapshots contain a ...

For example I have C++/C# server side with sockets or http web server and UDK client.
I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging.
I'd like ...

I am developing an Adobe Air multiplayer game for iPad.
It is turn based and not realtime. It is like checkers game.
I want to use a client server model.
I have found 2 options to connect to server so ...

I am writing a small multiplayer game in C++. But I am confused about how to send info about gun shots to achieve best performance. I am thinking of different ways to do that:
Let's say we have a gun ...

I'm working on a turned based multiplayer android game with a friend.
I started working on the game server and client using socket programming.
I found a few tutorials on how to implement a basic chat ...

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. ...